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Avatar: The Last Airbender
D20 Role-playing Game
This is a free document created and published by Lord
Tataraus.
Please use and redistribute, you are free to use this for
inspiration and modification, however, please recognize the
creators and contributors for
any works using modified versions of the contained information.
All content is protected under the Open Gaming License or Fair
Use.
Thank You and good gaming!
Please email Lord Tataraus at [email protected] for any
questions, comments, or concerns.
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Table of Contents
Chapter 1 - Introduction
................................................................. 3
What is Avatar D20
................................................................. 3
Avatar D20 and Dungeons and Dragons v3.5......................... 3
Avatar Template
......................................................................
3
Chapter 2 - Benders
........................................................................
5 Bending
Overview...................................................................
5 Airbender
................................................................................
7 Earthbender
.............................................................................
16 Firebender
...............................................................................
25 Waterbender
............................................................................
32
Chapter 3 - Non-Benders
............................................................... 43
Monk........................................................................................
43
Ranger......................................................................................
52
Chapter 4 - Feats and Skills
........................................................... 57
Feats
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57 Skills
........................................................................................
65
Chapter 5 Weapons and
Equipment.............................................. 68 Weapons
..................................................................................
68 Item Enhancement System
...................................................... 71
Equipment................................................................................
76
Chapter 6 - Prestige Classes
........................................................... 78
Dai-Li Agent
...........................................................................
78 Discipline of the Healing Waters
............................................ 80
Acknowledgments
............................................................................
83
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Chapter 1 Introduction
What is Avatar D20? The first question you might ask is what is
Avatar D20? This system is a D20 System-based Role Playing Game
similar to the popular Dungeons and Dragons Role Playing Game.
Avatar D20 is a community-built system designed and tested by the
Giant in the Playground RPG Homebrew Forum Community by many
contributors. This system was created to be an Avatar: The Last
Airbender Role Playing Game.
Avatar D20 and Dungeons and Dragons 3.5 The Avatar D20 system
seems to have a lot in common with the D&D 3.5 game. This is
because Avatar D20 uses the D20 System that is the fundamental
system of D&D. However, there are differences in the core rules
between the two systems. The D20 System Standard Reference
Documents can be found at http://www.d20srd.com
Armor as Damage Reduction: The one major system difference
between normal core D20 System and Avatar D20 is that all armor
provides Damage Reduction in addition to Armor Class bonuses.
Details of this variant can be found at
http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm
The Avatar The Avatar, a central figure in the world of Avatar:
the Last Airbender, is preceived to be the physical incarnation of
the spirit of the world. The Avatar serves to maintain a balance of
power between the four human nations, promote peace and prosperity
throughout the world, protect the environment, and bridge the gap
between the world of the spirits and the physical world.
The Avatar's unique ability to master all four of the bending
disciplines and use them in combination makes the Avatar extremely
powerful. In addition to the disciplined mastery of all the
elements, the Avatar can, in times of great danger or emotional
stress, enter into a special "Avatar State," wherein the Avatar can
call on the knowledge and power of all the past Avatars. The
Avatar's eyes glow and his or her power increases substantially.
The Avatar State even allows the Avatar to use bending abilities he
or she would normally be unable to perform. Finally, through
intense meditation, the Avatar can enter into the spirit world and
interact with spirits.
DM's including the Avatar in their campaigns should be cautious.
At any given level, the Avatar is likely to be substantially more
powerful and versatile than any non-Avatar character. Additionally,
the Avatar has a well-defined role to play in the campaign setting,
and possesses a prestige that few (if any) other characters can
match. NPC's should act appropriately when confronted with the
Avatar, likely the most powerful and influential individual on the
planet. This means that an Avatar PC can easily overshadow his or
her party members. DM's considering allowing a player to create and
play an Avatar character should take these issues into account.
The Avatar (Template)
Creating the Avatar "Avatar" is an inherited template that can
be added to any living, corporeal human (referred to hereafter as
the base creature). The Avatar uses all the base creatures
statistics and special abilities except as noted here. Size and
Type The creatures type does not change. Size is unchanged. Do not
recalculate base attack bonus or saves. Hit Dice The Avatars hit
dice do not change. Speed The Avatars speed does not change. Armor
Class The Avatars armor class does not change.
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Attack The Avatar usually uses his or her bending abilities in
combat, but occasionally fights with either an unarmed strike or
with a weapon. Full Attack The Avatar usually uses his or her
bending abilities in combat, but occasionally fights with either an
unarmed strike or with a weapon. Damage The Avatars damage is
determined by weapon, unarmed strike, or bending type.
Special Attacks
The Avatar State (Su): When in situations of extreme duress and
in life threatening situations where escape is almost impossible, a
special defensive ability known as the Avatar State is awakened in
the Avatar. Situations of extreme stress include: whenever the
Avatar is reduced to 0 or less hitpoints (but before death),
situations where the Avatar is subjected to fear, emotion, rage, or
similar effects, or emotional influences (such as extreme hurt,
anger, sadness, or loss). Entering into the Avatar state requires
1d4 full rounds as the energies build within the Avatar. While in
the Avatar State, the Avatar is a being of thoughtless emotion and
generally reacts to the situation with whatever emotional state
they felt upon entering. This state decides what actions are taken
in the Avatar State, such as if the Avatar is injured by someone,
he will focus his attacks on the attacker, or if someone has
kidnapped his friend, he will go to rescue his friend and woe to
any in his way. While in the Avatar State, the Avatars power
increases exponentially as he unlocks the knowledge and power of
all previous incarnations of the Avatar. The Avatars overall
bending level increases by 10 in each bending discipline (including
ones he does not currently know) and he gains a +25 insight
modifier to all bending skill checks he makes (if the Avatar does
not currently know one or more of the other bending disciplines, he
uses a straight 25 as his skill and can use it untrained).
Additionally, the Avatar may access the compiled knowledge of all
of his previous incarnations and utilize any bending seed. The
Avatar may also safely overbend an amount of Constitution damage
equal to twice his character level with no penalty. When the Avatar
comes out of the Avatar state he resumes his normal status. If he
overbends, then he is fatigued (or if overbending until
Unconsciousness or Death he is then unconscious and exhausted.) The
Avatar State lasts for a number of minutes equal to the Avatars
character level. Using the Avatar State is a very dangerous gamble,
because if the Avatar is killed while in the Avatar State, then the
eternal cycle of the Avatar is broken and the Avatar may not
reincarnate again. Special: It is said that an Avatar may learn to
control the Avatar State by unlocking all of his bodys chakras and
learning to purely channel the energy from them. There are many
ways for this to be done, so it is a spiritual quest for the Avatar
to learn how. Once this is unlocked, the Avatar State may be called
upon by the Avatar whenever he chooses to use it, but harnessing
this energy can only be safely done a number of times per day equal
to the Avatar's Wisdom modifier. This is due to the extreme stress
on the Avatar's psyche that bringing forth the Avatar State causes.
The defensive reaction of the Avatar State may still also happen,
however, but this leaves the Avatar exhausted for several days if
the Avatar State is used too often (such as if all uses for the day
are expended and then the defensive state is used).
Special Qualities
Mastery of Elements: As the Avatar, the base creature must
select a primary bending class based on which nation the Avatar was
born into (Air Nomads, Water Tribe, Earth Kingdom, or Fire Nation)
and start as a member of that nations bending class (Airbender,
Waterbender, Earthbender, or Firebender). When the Avatar reaches
third level in that class, he may then start adding additional
bending classes (provided he has access to a teacher who is of at
least level 5 in the class he is entering) to his repertoire. Once
the Avatar has enough experience to advance in level after he has
studied under a master of the art he is learning, he may advance a
level in both classes (only his primary class is counted as his
character level); example being level 5 airbender advances with
waterbender training, becoming a level 6 airbender/level 1
waterbender. Every level after the initial 1st level of the new
bending class, the secondary style advances at two levels at a time
when the Avatar advances his primary bending class until it equals
said bending class. (Example: In the previous example, advancement
would be 7AB/3WB, 8AB/5WB, 9AB/7WB,
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10AB/9WB, and finally 11AB/11WB). Third and fourth styles
advance at three levels and four levels at a time respectively
(though third and fourth styles can never surpass the second style)
until they equal the primary bending discipline in level. Note that
when adding additional bending classes, the Avatar does not gain
the skills, saves, hit points, base attack bonus or proficiencies
of that class. He gains the class abilities, access to their
bending skill, and their seeds. Seeds the Avatar learns are
separate from the number of seeds he knows in a different bending
class (meaning he doesn't have to spend Airbender seeds to learn
Firebender seeds, he gets separate totals).
The Bridge Between: As the Avatar is the reincarnating spirit of
the world in mortal form, he is uniquely suited to be the
go-between for the material world and for the spirit world. By
meditating and making a DC 25 Concentration check, the Avatar may
move his spirit away from his body and into the Near Spirit World
or deeper into the True Spirit World with an additional DC 30
Concentration check.. The Near World is a shadow of the material
world where most weaker and mundane spirits dwell. The True Spirit
World is a whole new realm unto itself where powerful incarnations
of the world dwell, as well as the spiritual remains of some
previous Avatars. The Avatar may pass through the layers of the
spiritual plane easily enough (without a check) but must find his
body in the Near World to return. If it is moved, he will be
trapped until he finds it. In the spiritual plane, the Avatar has
no access to his bending arts as there are no elements to bend.
Abilities No increase in abilities of the base creature. Skills
The Avatar gains an additional bonus skill point per level that
must be placed in a bending discipline's skill for every style he
knows. Environment Same as the base creature. Challenge Rating
Special Alignment Usually good. Level Adjustment Special
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Chapter 2 Benders
Bending Overview This bending system prioritizes creativity and
versatility over ease of use. It requires additional dice rolls to
adjudicate, but allows benders to combine bending seeds to create a
wider range of options. Benders learn bending seeds at the rate
shown on their respective class table and may choose them from any
seeds on their bending list.
Creating Forms: The bending arts are based around fully
understanding the possibilities and applications of their
respective elements. As such, creative use of the element is
important to the application of the art. Using a single seed is
often very useful or powerful in its own right, and can continue to
be so at later level by advancing the seeds effects. However, in
situations when two of the benders known seeds are compatible with
each other, they can be executed simultaneously or in conjunction
with the benders other abilities, creating a bending form. Doing so
uses the bending time of the longest seed and uses the seeds
combined Bending DCs +4. For example, a waterbender could combine
her blast with some thrown Ice Shards, dealing her blast damage+2d4
(or more, if the Waterbending check allows for additional damage)
as a standard action. The Waterbending DC for this would be 19 (5
for Blast, +10 for the Ice Shards, and +4 for combining them). It
should be stressed that players and DM's are intended to cooperate
to determine what combinations of bending seeds are appropriate in
a given game. Many combinations are possible, so be creative!
The Bending Skill: Almost all of a benders special abilities are
determined by her modifier in the respective bending skill. This is
a skill exclusive to each of the bending classes and its dependent
skill is Wisdom. Having at least 5 ranks in Knowledge (Bending)
grants a +2 synergy bonus to the bending skill, and vice versa.
Note that due to the complicated motions dealing with bending an
element, armor check penalties apply to the skill.
Bending Range: The distance from which a bender can draw or
extend any of her forms is 40 ft + 5 ft/level. Going further is
possible, but every 5 feet beyond this range adds a +1 to the
Bending DC of the seed. A form that begins within this safe range
but extends beyond it can fall short, and any element being used
simply falls from the benders control, acting naturally (water
being absorbed into the ground, earth rolling downhill, etc.). If
the forms DC reaches the benders roll without completely finishing
its course, it dissipates at that point and acts naturally.
Using Forms: Executing a form provokes attacks of opportunity
unless noted otherwise, and if the bender is damaged while
executing a form, she must make a Concentration check against the
damage done or lose the form. Bending forms cannot be used while
pinned, but a bender can attempt to use a form while grappling by
adding +10 to the Bending DC, and must make DC 20 Concentration
check in order to successfully use the spell. For more uses of the
Concentration skill in Bending, look here. A bender's hands must be
free in order to use any bending form, unless noted otherwise;
though weapons and items made from materials a bender can
manipulate can be spontaneously converted to use in forms.
Template Forms: Template forms can be applied to other bending
forms (hereafter referred to as the "base form"), altering their
characteristics and increasing a bender's versatility. Template
forms increase the Bending DC of the base form.
Taking 10: Benders may choose to take 10 on any bending check,
unless rushed or threatened. For the purposes of this, combat does
not count as being rushed, though an opponent threatening a bender
in combat does prevent her from taking 10 on bending checks.
Contested Bending: If two benders are vying for control of a
single mass of their element, they make opposed bending checks as a
move action. In order to gain control of the element, a bender must
beat her opponent's bending check by 5 or more, though winning by 4
or less adds a +2 circumstance bonus to the next opposed check,
until one gains uncontested control of the element. If a bender
wishes to take control of an element already controlled by another
bender (such as a waterbender's Water Whip seed or an earthbender's
Armor seed) she takes -5 to the bending check.
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Bending on the Defensive: Bending while on the defensive does
not provoke an attack of opportunity. It does, however, require a
Concentration check (DC 15 + 2 for every 5 of the bending DC) to
pull off. Failure means that you still successfully complete the
form (provided you are able to make the Bendig DC), but provoke an
attack of opportunity for doing so.
Motion: Unless stated otherwise, all bending seeds have somatic
components and are difficult to use with restricted mobility. A
bender takes -10 to the Bending check to do a form while prone.
Saves: Any saves in response to a bending form has a DC 10 +
half the benders class level + the benders Wisdom modifier.
Bending Blasts and Iterative Attacks: All benders have the
ability to project bending Blasts as a basic ranged attack.
Descriptions of the various Blast abilities can be found in the
individual class write-ups. In general, a bender can make a number
of Blast attacks per round equal to the number of iterative attacks
she can make, as determined by her Bast Attack Bonus. As a general
rule, benders cannot increase the number of Blast attacks they can
make by taking feats or gaining class abilities. There are,
however, two exceptions to this rule. A Firebender's Firestorm
ability allows him to make a single additional Fire Blast attack as
part of a full round attack. Additionally, a bender can take the
Rapid Shot feat, increasing the number of Blast attacks she can
make in a full round attack. A Firebender with both Firestorm and
Rapid Shot can make two extra Fire Blast attacks in a full round
attack.
Fatigue: A fatigued bender takes a -4 to all bending checks, in
addition to the other effects of fatigue, and an exhausted bender
takes an addition -4 to all checks, for a total of -8.
Overbending: Upon failing a bending check, a bender has a choice
to go ahead and do the action for which she rolled anyway. This is
known as overbending and can range from strenuous to lethal,
depending on the scope of what the bender is trying to do, as shown
on the table below. All effects stack, except for the various
levels of Constitution damage, though the Constitution drain does
apply at the same time.
Failed By Effect 1-5 Fatigue 6-9 1d4 Con Damage 10-14 2d4 Con
Damage 15-19 3d4 Con Damage, Exhaustion 20-24 4d4 Con Damage 25-30
Unconsciousness, 1 point of Con Drain 31+ Death
A bender rendered unconscious as a result of overbending makes a
DC 20 Will save to wake up after four hours, and every hour
thereafter, with the save DC decreasing by -2 at each attempt.
After eight hours, the bender automatically wakes up, but is still
Exhausted. It takes additional rest to remove this condition.
Quickened Bending: Powerful benders learn techniques intended to
improve their economy of motion and allow them to bend more
quickly. By increasing the Bending skill DC of a seed by +10, a
bender can perform a seed that normally requires a full-round
action as a standard action. By increasing the Bending skill DC of
a seed by +20, a bender can perform a seed that normally requires a
standard action as a move action. Unless otherwise stated in the
seed's description, no seed can be performed as a swift, free, or
immediate action.
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Airbender
The speed and agility of the wind, the power of a tornado, and
the subtlety of a cloud are all accessible to an airbender, a
member of a small group of individuals blessed with the ability to
manipulate the air through sheer force of will. Airbenders can hurl
blasts of wind at their foes, create shields of swirling air, and
even slice objects to pieces with compressed air blasts.
Adventures Craving freedom above all else, many airbenders are
simply itinerant monks, whose traveling lifestyle invites
adventure. Others adventure on behalf of their communities, to
visit and assist friends living far away, or to help those in
need.
Characteristics airbenders are able to manipulate the air in
many ways. Some chose to focus on mobility and can become the most
agile of fighters. Others learn to capture their foes in swirling
tornadoes, incapacitating their enemies. Still others seek to
destroy the machinery of destruction, using compressed air to slice
through metal, stone, and wood. All airbenders, however, are agile
fighters who can knock their enemies away and soar through the
skies on wooden gliders.
Alignment While an airbender can be of any alignment,
airbenders' emphasis of ahimsa (nonviolence) tends to attract more
good than evil. However, the airbenders philosophical quest is one
for ultimate liberation, and anyone who completes the training,
whether good or evil, chaotic or lawful, can become an
airbender.
Religion airbenders have a decidedly philosophical focus. They
seek liberation from the bonds of the world, and their discipline
and dedication to this goal are shown in their simple lifestyles.
Few airbenders worship any of the spirits, though nothing prevents
them from doing so.
Background airbenders are trained at monasteries under the
tutelage of senior monks. When they achieve the status of
Airbending Master, they receive arrow tattoos on their heads, arms,
hands, legs, and feet. Often, an Airbending Master will take a
young student under his wing and help the student on an individual
level.
Races All airbenders (with the exception of the Avatar, who is
able to master all four elements) are members of the group known as
the Air Nomads.
Other Classes airbenders are masters of defense and evasion.
They work well with almost all other classes, though they find the
confrontational style of Earthbenders difficult to understand and
deal with. Airbenders emphasis on non-violence and defense can
sometimes be frustrating for more offensively-minded individuals
(especially firebenders and members of the martial classes) but
they work well with members of these classes as often as not.
Abilities A high Wisdom score is essential to an airbender as it
determines the save DCs for many of his best forms and abilities. A
high Dexterity is also important, as it affects many of an
airbenders best skills and provides additional AC.
Alignment Any (though tending towards good)
Hit Die d6
Class Skills Airbending (Wis), Balance (Dex), Climb (Str),
Concentration (Con), Craft (Int), Escape Artist (Dex), Handle
Animal (Cha), Jump (Str), Knowledge (Bending) (Int), Knowledge
(Religion) (Int), Knowledge (Arcana) (Int), Knowledge
(History)(Int), Perform (Cha), Profession (Wis), Ride (Dex), Swim
(Str), Tumble (Dex)
Skill Points at 1st Level (4 + Int Modifier) x4 Skill Points at
Each Additional Level 4 + Int Modifier
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Level Base Attack Bonus Fort Save
Ref Save
Will Save Special
Seeds Known
Defense Bonus Dodge
1st +0 +0 +2 +2 Air Blast, Wind Shaping, Body of Air 1 +4 +0 2nd
+1 +0 +3 +3 Deflect Attack 2 +4 +0
3rd +2 +1 +3 +3 Evasion, Improved Unarmed Strike 2 +5 +0 4th +3
+1 +4 +4 Fly (30 ft/poor) 3 +5 +1 5th +3 +1 +4 +4 3 +5 +1 6th +4 +2
+5 +5 4 +6 +1 7th +5 +2 +5 +5 4 +6 +1 8th +6/+1 +2 +6 +6 Fly (40
ft/poor) 5 +6 +2 9th +6/+1 +3 +6 +6 5 +7 +2 10th +7/+2 +3 +7 +7
Improved Evasion 6 +7 +2 11th +8/+3 +3 +7 +7 6 +7 +2 12th +9/+4 +4
+8 +8 Fly (50 ft/ average) 7 +8 +3 13th +9/+4 +4 +8 +8 7 +8 +3 14th
+10/+5 +4 +9 +9 8 +8 +3 15th +11/+6/+1 +5 +9 +9 8 +9 +3 16th
+12/+7/+2 +5 +10 +10 Fly (60 ft/ average) 9 +9 +4 17th +12/+7+2 +5
+10 +10 9 +9 +4 18th +13/+8/+3 +6 +11 +11 10 +10 +4 19th +14/+9/+4
+6 +11 +11 10 +10 +4 20th +15/+10/+5 +6 +12 +12 Fly (70 ft/good) 11
+10 +5
Class Features Weapon and Armor Proficiency An airbender is
proficient with all simple weapons and warfans. Airbenders are not
proficient with any armor or shields.
Air Blast Base DC: 5 The first offensive ability an airbender
learns is to focus air currents around himself into a quick stream,
forcefully pushing objects in its path. An Air Blast is a ranged
touch attack, and an airbender can use as many Air Blasts in a
full-round attack as her base attack bonus allows.
If a creature is struck by an Air Blast, it resolves as a bull
rush attempt, with the airbenders Airbending check opposed by the
targets Strength or Dexterity check (whichever is greater).
Additionally, creatures successfully blasted by an Air Blast must
make a Reflex save or be knocked prone at the end of the blast.
Creatures blasted into a solid object (a wall, large rock, cliff
face, or similar massive object) take 1d6 points of nonlethal
bludgeoning damage for every 5 class levels the airbender has.
An airbender can affect creatures or objects weighing 10 lbs/2
levels with her Air Blasts. Weapons hurled by an Air Blast deal
their standard damage and do not benefit from bonuses to damage
from a high Strength score or weapon-based feats. Hard, dense
objects hurled by an Air Blast deal 1d6 points of bludgeoning
damage for every 25 pounds of weight. Less dangerous objects deal 1
point of bludgeoning damage for every 25 pounds of weight. The
Airbender must succeed on a ranged attack roll to hit a creature
with a projectile in this manner.
Deflect Attack Base DC: 5 Early in their training, benders learn
to block or deflect attacks directed at them and their companions.
Once per round, a bender can attempt to negate a ranged attack
(either conventional or bending) targeted within 10 feet +5 ft/3
class levels. Negating this attack requires the bender succeed in
an opposed attack roll. If the benders attack roll is less than her
opponents, the attack is unaffected by the deflection attempt and
is resolved as normal. Using this initial Deflect Bending attempt
counts as an immediate action.
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Additionally, a bender has the option of reserving iterative
attacks in order to gain more Deflect Attack attempts. Whenever she
makes a full-round attack, a bender may choose to forgo a number of
iterative attacks, gaining a number of additional Deflect Attack
attempts equal to the number of attacks the bender reserved.
Regardless of how many attacks a bender forgoes, she cannot use
more Deflect Attack attempts than she has iterative attacks due to
high Base Attack Bonus. These subsequent Deflect Bending attempts
do not count as actions, and can be used any time during the round,
even when it is not the bender's turn.
If a bender is caught flat-footed, she can make a Reflex Save
(DC 10 + the attackers BAB + the attackers Dexterity modifier) to
still make a Deflect Attack attempt. A flat-footed bender can never
make more than a single Deflect Attack attempt.
For example, a 15th level airbenders Base Attack Bonus allows
her to make 3 iterative attacks. If she decides to make a
full-round attack, she can reserve as many as 2 of these attacks in
order to gain 2 additional Deflect Attack attempts (bringing her
total to 3 for that round). Body of Air - As an airbender begins to
subconsciously manipulate the air around himself, his motions
become far quicker and easier for him to control, baffling others
around him. Alternatively, and airbender can cause small air
currents to support his body as if he were far lighter than he
actually is. An airbender gains a bending bonus towards any Climb,
Tumble, and Jump checks equal to his airbender level. Wind Shaping
Base DC: 5 With minor effort an Airbender may bend the air around
him to create simple, pragmatic effects. Body Burst: The Airbender
may force the air around his body to rush away from him and push
small things away. Be they circling insects, dirt and mud on his
clothes, or annoying lemurs, the Airbender may make an Airbending
check to move things away from him in a 5 foot radius, pushing them
5ft. Creatures of size Tiny or larger may resist with a Strength
check opposed by the Airbender's Wisdom check, provided they weigh
more than one pound. Hand of Air: A technique of convenience, the
Airbender learns to move objects by manipulating the air pressure
and wind currents around an object. So long as an object that
weighs less than 5lbs is within his bending range, an Airbender may
move it anywhere within his bending range. For every 5 by which his
Airbending check exceeds the DC, the maximum weight an airbender
can manipulate with this ability increases by 5 lbs. Objects shaped
so as to catch air (such as an airtight bag) may grant bonuses to
this check, and objects specifically designed to be transported in
this way halve the DC of Airbending checks used to move them. This
object does not travel fast enough to cause damage. This may also
be used to simply blow small amounts of air over and around
objects, such as to perform minor acts of mischief or to cool hot
food. Evasion An airbender can avoid even magical and unusual
attacks with great agility. If he makes a successful Reflex saving
throw against an attack that normally deals half damage on a
successful save, he instead takes no damage. Evasion can be used
only if the airbender is wearing light armor or no armor. A
helpless airbender does not gain the benefit of evasion. Beginning
at 10th level, an airbender gains the Improved Evasion ability.
This ability works like evasion, except that while the airbender
still takes no damage on a successful Reflex saving throw against
attacks henceforth she takes only half damage on a failed save.
Improved Unarmed Strike Airbenders gain Improved Unarmed Strike as
a bonus feat at 3rd level. Flight Beginning at 4th level, an
airbender learns to manipulate the air currents around his glider,
allowing him to fly. The airbenders flight speed and
maneuverability are shown on the above table. An airbender can fly
for a number of rounds at a time equal to his Wisdom score. An
Airbender must use a glider (such as his staff) in order to fly.
Dodge Beginning at 4th level, an airbender gains a dodge bonus to
AC as a result of his emphasis on defensive motion and combat. He
loses this bonus when he wheres armor or is carrying more than a
light load.
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Airbending Seeds
Particles Base DC: 10 By kicking up small particles of dust and
sand into the air, an airbender can obscure vision and blind
opponents. Dust cloud: An airbender may make a hemisphere of dust
anywhere within her bending range with a radius of 10 ft. The fog
obscures all sight, including darkvision, beyond 5 feet. A creature
within 5 feet has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance, and
the attacker cant use sight to locate the target). A moderate wind
(11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph)
disperses the fog in 1 round. This seed does not function
underwater. Increasing the radius of the cloud adds +5 to the
Airbending DC per 5-foot increase. This seed does not work unless
theres a generous supply of sand or similar material in the
affected area. Blind: By aiming a spray of sand or dust at an
opponents eyes, an airbender can try to temporarily blind the
creature. The airbender makes a ranged touch attack against a
targets AC, taking -5 on the attack roll because of the small area
targeted. If the attack is successful, the target creature is
rendered blind until the end of its next round.
Run as the Wind Base DC: 10 Among the most frustrating of
airbender qualities is the near-impossibility to pin them down.
Heh. Well, good luck doing it now. Burst of Speed: By creating air
currents in front of and around him, an airbender can reduce his
wind resistance and accelerate his running. An airbender can use
this seed to increase his base land speed by 5 feet, plus an
additional 5 feet for every four points by which the Airbending
check exceeds the DC as a swift action. Note that the actual
movement involved still takes a move action to use. On the Walls:
By manipulating small currents of air around him, and airbender can
support his own weight even against the force of gravity. On any
turn in which an airbender moves at least 60 feet, he may run on a
vertical surface, such as a wall or pillar, at no penalty; even
straight up. An airbender must remain moving as he does this, and
stopping for any reason causes the airbender to fall to the ground
as normal; use of the Spring Attack feat to move before and after
an attack could allow an airbender to attack while moving on a
vertical surface, with other exceptions subject to DM approval.
Palm Bow (Template) Base DC: +10 By moving your hands in a rapid
spiraling motion, you bring in existence a tunnel of rushing winds
between your palms. This wind tunnel is able to propel small
projectiles with heightened force and accuracy. Applications: By
adding +10 to the Airbending DC of an Air Blast, an airbender may
launch a number of small projectiles (Arrows, bolts, shurikens,
stones, etc) equal to 1/2 his class level. The projectiles must be
within a 5 ft radius of the airbender to be used in ths seed,
though other characters can supply the airbender with ammunition
while he is maintaining the seed. Inititating this seed is a
standard action, and an airbender can maintain the tunnel by taking
a full-round action each round for a maximum number of rounds equal
to his class level (requiring an Airbending skill check each round
to maintain the tunnel). The projectiles are launched in a line,
the length of which is equal to the airbender's bending range.
Creatures caught in the line take 1d6 points of damage for each
projectile launched, and are allowed a Reflex save for half damage.
If the line deals enough damage to a barrier to break through it,
it continues on past the barrier if the range permits; otherwise,
it stops at the barrier. An airbender must only make one Airbending
check for all projectiles thrown.
Air Burst (Template) Base DC: +10 By adding an additional +10 to
the bending check, the airbender may apply this template to his Air
Blast. The Air Blast will now be applied to all targets (friend or
foe) within five feet of the airbenders location, hurling them in a
straight line away from the airbender. The airbender may bend this
airflow around targets caught in the burst radius by increasing the
DC by a further +5 per target ignored by the airburst and may
increase the radius of the form by 5 ft for every 5 points by which
the bending check exceeds the DC.
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Air Thrust (Template) Base DC: 10 You create an outline of his
body composed of compressed air and send it charging toward your
target. Applications: The airbender sends a blast of air similar to
that of the Air Blast towards a target within a line 50 feet. The
target takes 1d4 points of bludgeoning damage and is knocked back
as if hit by an Air Blast and may take additional damage if
applicable. The airbender may increase the concussive force of this
blast to do more damage by increasing the DC of the check by +5 per
die of damage to a maximum of the airbenders class level.
Airbender's Leap Base DC:15 You create an outline of his body
composed of compressed air and send it charging toward your target.
Applications: The airbender sends a blast of air similar to that of
the Air Blast towards a target within a line 50 feet. The target
takes 1d4 points of bludgeoning damage and is knocked back as if
hit by an Air Blast (taking additional damage if applicable). The
seed deals an additional 1d4 damage for every 5 by which the
airbender's skill check exceeds the DC of the form (to a maximum of
1d4/level).
Air Scooter Base DC: 15 By compressing air into a whirling ball,
an airbender can make a quick (and entertaining) ride or a useful
deterrent to opponents. By balancing on his ball of air before it
disperses, an airbender can attain great speed and maneuverability.
When using this seed, the airbenders base land speed becomes 60 ft,
and he can ride the air scooter on any surface that would normally
require a climb check, including vertical surfaces, though he must
move at least 30 ft per round to avoid falling to the ground on
such a surface. An air scooter can be maintained for a number of
minutes equal to half the airbenders class levels. The Air Scooter
can also traverse normally impossible surfaces, such as water,
lava, or thin ice at no penalty, but cannot rise more than a few
inches off the ground while the airbender is riding it.
Sound Waves Base DC: 15 By manipulating air currents and
thickening or thinning the air, the airbender may muffle the sounds
she makes to move as quietly as a gentle breeze or as loudly as an
avalanche. Stillness: By speeding the air up and forcing it away
from herself, the airbender can slow or even cancel sound waves
through the air around herself as she moves, granting her a bonus
on Move Silently checks equal to her Airbender level. She can
extend this to a friendly creature within a 5ft radius by adding
+10 to the DC per person. This seed requires concentration, so the
airbender may only make a move action each round while using it.
Resonating Sound: By thickening the air and compressing it, the
airbender increases the potential for resonating sound energy. The
airbender solidifies the air into a line and makes a noise like a
crack of thunder through the line of thickened air, causing 1d4
points of sonic damage and forcing those affect to make a Fortitude
save or be deafened for a number of rounds equal to the airbender's
wisdom modifier, minimum 1. The airbender may increase the damage
by 1d4 by increasing the DC by +5 per die to a maximum of the
airbenders class level.
Flowing Air Strike Base DC: 15 By manipulating the air currents
around his limbs, an airbender can cause his strikes to come harder
and more quickly. When attacking in melee combat with unarmed
strikes or a light weapon, an airbender gains a +1 circumstance
bonus to attack and damage rolls, plus 1 more for every 5 points by
which the Airbending check exceeds the DC. This seed can be
maintained as a swift action every round.
Levitate Base DC 20 Hover (Base DC 20): As a move action, an
airbender can create rushing winds around his entire body, slowly
lifting him into the air. This allows the airbender to move up to
10 ft through the air as a move action. This seed lasts as long as
the bender can concentrate (a swift action, up to a maximum number
of rounds equal to his class level), and the bender can move up or
down as he desires. The benders maximum speed increases by 5 ft for
every 5 by which the Airbending check exceeds DC.
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Twinkletoes (Base DC 10): By only pushing the air currents
around him enough to make lighten his weight, an airbender can make
himself exceptionally light on his feet. The airbender gains
partial concealment against any creature sensing him through
tremorsense, and gains a +5 bonus to Move Silently checks as long
as he maintains this seed. This seed can also be used to walk
across surfaces that would usually not support an airbenders
weight; such as thin ice, weak branches, floating leaves or similar
surfaces. Executing and maintaining this seed are both swift
actions, and the Airbending DC for maintaining this seed increases
by a cumulative +2 every round.
Air Scythe Base DC 20 One of the few truly damaging weapons in
an airbender's arsenal, the air scythe is feared among those that
would provoke an airbender to action. Buffet: By compressing and
suddenly releasing a violent wave of air, and airbender can pound
their opponents from afar. As an attack action, an airbender can
launch a ranged touch attack dealing 1d6 +1/2 airbender levels
bludgeoning damage; plus another 1d6 damage for every 5 points by
which the Airbending check exceeds the DC. All damage done with
this seed is non-lethal, though an airbender wielding his
airbender's staff can choose to deal lethal damage with this seed.
Batter: An airbender wielding his airbender's staff can use this
seed at the rate of his quarterstaff attacks. Otherwise, this seed
is as above.
Deep Breath (Template) Base DC: +15 By adding +15 to an
Airbending skill check DC, an airbender can do any form without
using somatic components (though using the form still provokes
attack of opportunity, as normal), as long as the benders mouth or
nose is free and not gagged or otherwise hindered from opening. The
form is performed as a cone of air from the benders mouth, a burst
of wind from the benders nose that makes him fly high into the air,
or any other appropriate description.
Stormwinds Base DC: 20 A highly advanced technique in
Airbending, this allows an Airbender to conjure up moderate winds
to incredibly powerful winds of hurricane-strength ferocity. Rarely
used as Airbenders are notoriously hard to anger, this form
possesses devastating potential to all within its path. Gale Force:
Stormwinds forms a cone of air which extends to the end of the
Airbender's bending range which he may maintain by making an
Airbending check each round at half of the initial DC to maintain.
Using this technique is a full round action, and the wind blows
until the Airbenders next turn. This wind begins at a DC of 20 to
begin at a wind category of Severe. The seed can be maintained up
to a number of rounds equal to the bender's airbender level. By
adding +10 to the Airbending DC, the Airbender may increase the
force of this wind one stage per increase of the DC. Cyclone: The
Airbender may also funnel the wind around himself in a 20ft radius
that reaches 40ft high at an additional +10 DC to the bending check
when using Gale Force.
Air Shield Base DC 25 The most powerful defense in the
airbenders arsenal, the air shield can protect against numerous
attacks and other conditions. An air shield forms starting
immediately around the airbender and pushes outward to a radius of
5ft, any creatures or objects no more than one size larger than the
airbender are pushed to the edge of the air shield, unless a
successful strength check with a DC equal to the Airbending check
is succeeded. The air shield acts like a Wind Wall, preventing any
and all projectiles up to the size of the airbender from
penetrating the air shield, and creatures attempting to push
through the air shield must succeed a strength check with a DC of
the original Airbending check result. The shield also protects the
airbender from any gases or liquids immediately around him. An
airbender can increase the radius of the air shield by 5ft by
increasing the DC by +5, up to a maximum of 30ft. Additionally, the
airbender may choose to form the air shield around the maximum
radius rather then starting around himself. Protect Allies: This
application does not push any objects or creatures out of area like
normal and increases the DC by +5. An airbender must concentrate
using a standard action to keep the air shield, an airbender may
also move with the airshield, but only at half speed, any actions
besides movement and concentration results in the lose of the air
shield.
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Flight: A highly skilled airbender has learned how to manipulate
the air currents and the swirling air of the shield to allow
limited flight while the air shield is active. Whenever an air
shield is active, the airbender can make an Airbending check with a
DC of the original DC to form the air shield +10, this allows the
airbender to move with the shield with a fly speed of 20ft (good).
The airbender must make this check each round to continue flying
with a colmunalitive +2 to the DC. If the airbender fails the check
while airborne, the air shield disappears and the airbender falls,
but takes damage as if he fell 20ft plus the radius of the air
shield less than the actual distance.
Engulfing Winds Base DC 30 An airbender learns to manipulate the
air currents to create a fast moving channel of turbulence,
impeding movement. The current of air is 5ft wide and starts
directly in front of the airbender, following a path the airbender
specifies that continues away from her but may make any turns up to
a 45 degree angle at any point along the path. The total length of
the path cannot exceed 10ft per airbender level. The use of this
seed takes a full-round action that provokes attacks of opportunity
and requires a full-round action to concentrate each round or the
effect is lost. Creatures within the area of the current are
allowed a Reflex save to avoid being caught. Push: All objects and
creatures in the area of the path are effected as if by the Air
Blast. Creatures and objects caught in the current are pushed along
the path of the current until they reach the end. If the end is
reached and the creature or object would be moved further, they are
pushed out of the current in a line. Additionally, any creature
attempting to move against the path of the wind must succeed in a
strength check DC10 + the airbender's wisdom modifier to move at
quarter speed. To move at half speed increases the strength check
DC by +10 and another +10 to move at full speed. Creatures that are
more stable such as dwarves or creatures with more than two legs or
are of large size gain a +4 bonus to their strength check.
Creatures of huge size gain a +10 bonus and creatures greater than
huge are unaffected by the seed. Moving with the flow of the
current is just as difficult, requiring a strength check as if
moving against the current at quarter speed. Success means the
creature may move at half speed, failure means the creature is
affected by the Air Blast effect even if they normally would not be
affected. Containment: Just as creatures cannot easily move against
the currents, a creature cannot exit the current easily once
caught. A creature can exit the current only by taking a move
action to make a DC 15 strength check, resulting in the creature
standing adjacent to the path. Updraft: An airbender is not limited
to making the path flow parallel to the ground, but may also have
the path flow upwards at any point along the path. The path may
bend upwards at a 90 degree angle, costing one 5ft of the length.
Any creature in an upward bend gains a bonus to their jump check
equal to twice the airbender's level and are considered to have a
running start. The updraft can hold 20lb per airbender level in
place along the updraft and slow downward movement to 5ft per round
for objects of up to 40lb per airbender level or 10ft per round for
objects up to 80lb per level. Downdraft: A downdraft works just
like an updraft except the 90 degree bend is downward, forcing
creatures down. Creatures in this area take a penalty to jump
checks equal to the bonus given for updraft and fall twice as fast,
so a 10ft fall would deal damage as a 20ft fall. Quick Draft: An
airbender may take a standard action to create a temporary updraft
that sends objects and creatures into the air along a straight
upward path. The path follows the rules as normal, but can only
have one 90 degree upward or downward bend and no other turns.
Tornado Base DC: 30 Disperse: By manipulating air currents into
a tight spiral, the Airbender can severely impede the movement of
his/her foes. This form creates a small tornado anywhere within 30
feet of the Airbender, which can be moved 40 feet per round as a
move action, has a 5 foot radius, and may be up to 40 feet tall.
Upon contact with a creature, the tornado stops moving, even if it
has movement remaining that turn. Creatures inside the tornado need
to make a Reflex Save (DC + half the Airbenders class level + the
Airbenders Wisdom modifier) or be stunned and flung to the side as
if they were bull rushed (the Airbender makes a bull rush attempt
against the target who failed using his Airbending skill check).
Roll 1d8 to determine the direction the tornado throws the target.
Even if the creature passes the Reflex Save, he/she still moves at
half speed until out of the tornado. Creatures that are larger than
the tornado gain a +4 circumstance bonus to their Reflex Save. The
tornado lasts as long as the Airbender concentrates to maintain it
(a standard action), up to a maximum number of turns equal to the
Airbenders class level. Capture: By manipulating air currents into
a tight spiral, the Airbender can create a massive vortex of wind
that forms as a tornado. This seed takes a full-round action to
create a tornado around the airbender with a base 5ft wide and 15ft
wide at the top and 30ft high. Whenever a creature of up to huge
size occupies the same space as the
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tornado, that creature must succeed in a reflex save. If the
creature fails the reflex save they are carried into the air along
with the tornado, otherwise they take 2d6 damage. The creature is
carried 5ft up on the first round and another 5ft every other round
until it reaches the top. Each round the creature may make a reflex
save to exit the tornado at any square adjacent to the creatures
current location in the tornado. If the creature remains in tornado
that creature takes 2d6 damage. Creatures in the tornado are
considered prone and have total concealment, additionally, the
tornado protects all the occupants from projectile attacks as a
Wind Wall spell. The airbender may locate himself any where inside
the 5ft wide section of the tornado and may change position as a
swift action. The tornado takes a certain amount of concentration
that takes a full-round action on the part of the airbender, but
the tornado itself may move up to twice the airbenders base land
speed. If the airbender would be hit by an attack, she must make an
Airbending check to keep the tornado, otherwise the tornado
disappears and the airbender is falls prone on the ground. For
every 5 the Airbending check exceeds the DC the height and top
width increases by 5ft.
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Earthbender
Strong and steady, earthbenders are a highly disciplined group
with the ability to manipulate stone, soil, crystal, and other
earth-based substances. They can attack aggressively with hurled
boulders, or they can be bastions of [defense behind walls of stone
and giant fissures.
Adventures - Many earthbenders are attached to earth Kingdom
military units and adventure at the command of their superior
officers. Others wander for personal reasons including acquisition
of wealth and power, to fight in earthbending tournaments, and to
find an earthbending Master to help them improve their skills.
Characteristics - Of all the bending arts, earthbending is
perhaps the most balanced, strong in both offense and defense. On
the offense, earthbenders can hurl large boulders at their enemies,
trap their enemies in cages of stone and soil, immerse their
enemies in earth, or throw them off balance with localized
earthquakes. On the defensive, they can raise stone walls out of
the ground, encase their bodies in earthen armor, and hurl their
enemies away with quickly-rising columns of stone.
Alignment - An earthbender's training and lifestyle is one of
rigidity and endurance. As such, they tend to be lawful. However,
unlike other bending disciplines, earthbending lacks any dominant
moral imperative and earthbenders fall all over the good-evil
axis.
Religion - earthbenders are incredibly self-sufficient and, as a
group, show little predilection for religion. Some revere the earth
King as a minor deity, but many do not.
Background - Many earthbenders have a military background,
employing their formidable powers for the benefit of the earth
Kingdom. Others learn in earthbending schools as children. Still
others have private tutors.
Races - All earthbenders (with the exception of the Avatar, who
is able to master all four elements) are members of the group known
as the earth Kingdom.
Other Classes - earthbenders find the evasive style of
Airbenders difficult to deal with, and prefer to stand their ground
and fight than dodge attacks. They work well with almost all kinds
of Benders, where their balance of offense and defense allows them
to fill many roles. They also work well with the martial classes
for the same reason.
Abilities - A high Wisdom score is essential to an earthbender
as it determines the save DC's of many of her best abilities. High
Constitution and Strength are also helpful if the earthbender
chooses to take advantage of her weapon and armor skills and engage
in melee combat.
Alignment Any
Hit Die d8
Class Skills Climb (Str), Concentration (Con), Craft (Int),
Earthbending (Wis) Gather Information (Cha), Intimidate (Cha), Jump
(Str), Knowledge (Bending) (Int), Knowledge (Geography) (Int),
Listen (Wis), Profession (Wis), Spot (Wis)
Skill Points at 1st Level (2 + Int Modifier) x4 Skill Points at
Each Additional Level 2 + Int Modifier
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Level Base Attack Bonus Fort Save
Ref Save
Will Save Special
Seeds Known
Defense Bonus
1st +0 +2 +0 +2 Earth Blast 1d6, Move Rock 1 +3 2nd +1 +3 +0 +3
Deflect Attack 2 +3 3rd +2 +3 +1 +3 Improved Unarmed Strike 2 +4
4th +3 +4 +1 +4 Climb 20 ft 3 +4 5th +3 +4 +1 +4 Earth Blast 2d6 3
+4 6th +4 +5 +2 +5 Climb 30 ft 4 +5 7th +5 +5 +2 +5 Head-On Defense
4 +5 8th +6/+1 +6 +2 +6 Climb 40 ft 5 +5 9th +6/+1 +6 +3 +6 5
+6
10th +7/+2 +7 +3 +7 Earth Blast 3d6 6 +6 11th +8/+3 +7 +3 +7 6
+6 12th +9/+4 +8 +4 +8 Climb 50 ft 7 +7 13th +9/+4 +8 +4 +8 7 +7
14th +10/+5 +9 +4 +9 8 +7 15th +11/+6/+1 +9 +5 +9 Earth Blast 4d6 8
+8 16th +12/+7/+2 +10 +5 +10 9 +8 17th +12/+7+2 +10 +5 +10 9 +8
18th +13/+8/+3 +11 +6 +11 10 +9 19th +14/+9/+4 +11 +6 +11 Climb
60ft 10 +9 20th +15/+10/+5 +12 +6 +12 Earth Blast 5d6 11 +9
Class Features Weapon and Armor Proficiency - An earthbender is
proficient with all simple weapons, throwing hammers, warhammers,
light and heavy picks, greatswords, and light and medium armor.
Earth Blast Base DC: 5 The first offensive ability an
earthbender learns is to levitate the earth beneath her and punch
or kick at great speeds towards her opponents. A blast deals 1d6
bludgeoning damage at 1st level (half damage to objects) and
increases in power as the earthbender gains levels, as shown above.
A blast is a ranged attack, and an earthbender can use a number of
blasts in one round equal to the number of iterative attacks she
can make (as determined by her BAB). A earthbender cannot apply
precision-based damage from any source to the damage dealt by her
blasts. A earthbender can only use blasts when there is a source of
open earth within her bending range. A earthbender does not
requires a line of sight to the target of the blast, and as such
can maneuver the blast around a corner or other cover by adding +10
to the earthbending DC, but still suffers penalties for
concealment, as appropriate. Because of the strength required to
move a stubborn element like earth, an earthbender may apply his
Strength modifier instead of his Dexterity modifier to an Earth
Blast's attack roll, if she wishes; and she also adds her Strength
modifier to damage.
Deflect Attack Base DC: 5 Early in their training, benders learn
to block or deflect attacks directed at them and their companions.
Once per round, a bender can attempt to negate a ranged attack
(either conventional or bending) targeted within 10 feet +5 ft/3
class levels. Negating this attack requires the bender succeed in
an opposed attack roll. If the benders attack roll is less than her
opponents, the attack is unaffected by the deflection attempt and
is resolved as normal. Using this initial Deflect Bending attempt
counts as an immediate action.
Additionally, a bender has the option of reserving iterative
attacks in order to gain more Deflect Attack attempts. Whenever she
makes a full-round attack, a bender may choose to forgo a number of
iterative attacks, gaining a number of additional Deflect Attack
attempts equal to the number of attacks the bender reserved.
Regardless of how many attacks a bender forgoes, she cannot use
more Deflect Attack attempts than she has iterative attacks due to
high Base Attack Bonus. These subsequent Deflect Bending attempts
do not count as actions, and can be used any time during the round,
even when it is not the bender's turn.
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If a bender is caught flat-footed, she can make a Reflex Save
(DC 10 + the attackers BAB + the attackers Dexterity modifier) to
still make a Deflect Attack attempt. A flat-footed bender can never
make more than a single Deflect Attack attempt.
For example, a 15th level earthbenders Base Attack Bonus allows
her to make 3 iterative attacks. If she decides to make a
full-round attack, she can reserve as many as 2 of these attacks in
order to gain 2 additional Deflect Attack attempts (bringing her
total to 3 for that round).
Move a Rock Base DC: 5 The most basic of the earthbending seeds,
manipulation involves simple movement or shaping of earth or stone.
Movement: The base DC is for moving a 5-foot cube of earth up to 5
ft/round in any direction. Adding another 5-foot cube of earth to a
seed increases the Earthbending DC by +4 per cube, and moving the
earth an additional 5 feet adds +2 to the DC. This use of the seed
is a move action. Shaping: This seed can also be used to manipulate
the basic shape of earth or stone, though it does not allow
intricate detail. For example, creating a sculpture of a humanoid
is possible, but making one of a specific person is not, and the
sculpture comes out rough and bumpy; creating a sculpture of a
specific race is also difficult, but telltale features (like an
elfs ears) could give it away. The base DC is for manipulating the
shape of a Diminutive mass of earth stone; the Earthbending DC
increases by +5 for every size category larger than Diminutive the
sculpture is, and this changes to +10 for every size category
larger than Large it is. This use of the seed takes one full-round
action, plus two more for every size category larger than
Diminutive the sculpture is. Shaping stone is essentially cutting
away chunks from a block of stone, while shaping earth is actually
altering its shape.
Improved Unarmed Strike - An earthbender gains Improved Unarmed
Strike as bonus feat at third level.
Climb By bending hand and footholds into a stone or earthen
surface, an earthbender can climb even sheer surfaces easily. An
earthbender gains a +8 Competence bonus on all Climb checks. She
must still make a Climb check to climb any wall or slope with a DC
higher than 0, but she always can choose to take 10, even if rushed
or threatened while climbing. This ability only works on substances
the earthbender could usually bend. Head-On Defense Beginning at
7th level, an earthbender adds her Constitution modifier to her
Reflex saves instead of her Dexterity modifier.
Earthbending Forms - Most earthbending seeds require a
significant amount of earth. Earth is defined as soil, stone,
crystal or any other naturally occurring mineral (metal ores works,
too; but worked metal requires special training); though
earthbenders have very limited control over sand and it may not be
used in earthbending forms. The amount of soil used in bending
forms is usually not enough to change the landscape, though using
stone does leave noticeable gaps from where it was drawn. Using
stone from a stone floor turns the square from where the stone was
drawn into rough terrain.
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Earthbending Seeds
Note: Certain earthbending seeds (or forms created by combining
earthbending seeds) are intended to immobilize their target by
encasing it in earth or stone. In these circumstances, the target
is rendered completely immobile, but not helpless. Additionally, a
creature encased in earth or stone can break out using a Strength
or Escape Artist check. The DC for this check is 10 + half the
earthbender's class level + the earthbender's Wisdom modifier.
Additionally, an earthbender can render an opponent helpless with
an earthbending seedby increasing the seed's Earthbending skill DC
by 20
Dust Base DC: 10 By using limited control over small particles
of earth, an earthbender obscures vision and blinds her foes. Dust
cloud: An earthbender may make a hemisphere of fog anywhere within
her bending range with a radius of 10 ft. The fog obscures all
sight, including darkvision, beyond 5 feet. A creature within 5
feet has concealment (attacks have a 20% miss chance). Creatures
farther away have total concealment (50% miss chance, and the
attacker cant use sight to locate the target). A moderate wind (11+
mph) disperses the fog in 4 rounds; a strong wind (21+ mph)
disperses the fog in 1 round. This seed even functions underwater.
Increasing the radius of the cloud adds +5 to the Earthbending DC
per 5-foot increase. Blind: By aiming a spray of sand or dust at an
opponents eyes, an earthbender can try to temporarily blind the
creature. The earthbender makes a ranged touch attack against a
targets AC, taking -5 on the attack roll because of the small area
targeted. If the attack is successful, the target creature is
rendered blind until the end of its next round.
Earth Wall Base DC: 10 A signature ability of many earthbenders
for when Move a Rock just doesnt cut it, a wall of earth is often
the best weapon in an earthbenders arsenal. Earth Wall: The
earthbender causes a small wall of earth to shoot out of any
earthen surface within her bending range as a standard action. The
wall is 1 inch thick, plus one more inch per every 2 points by
which the Earthbending check exceeds the DC. The walls area is one
five-foot square, but the earthbender can add another such square
by increasing the Earthbending DC by +4. Each 5-foot square of the
wall has hardness 2 and 10 hit points per inch of thickness.
Breaking through with a single attack requires a Strength check of
10 +2 per inch of thickness. An earth wall cannot be used as a
bridge and must be made anchored in existing earth. Stone Wall: As
above, except that this seed can only be done on a stone surface,
and the wall has hardness 8 and 15 hit points per inch of
thickness. Push: An earthbender can push an existing wall of earth
or stone to knock opponents back as a move action. The earthbender
pushes the wall back 20 ft in a straight line, plus another 5 ft
for every 4 points by which the Earthbending check exceeds the DC.
Any opponent caught behind the wall must make a Reflex save, +5 for
every 5 feet away from the nearest gap to the wall he is to avoid
the wall and jump to that square, provoking attacks of opportunity
while doing so.
Column Base DC: 10 Through the use of this seed, an earthbender
causes a column of earth, stone, or crystal to thrust out of an
earthen surface. Crush: An earthbender thrusts a column of earth
from the ceiling above, the ground below or a wall beside a
creature. The creature must make a Reflex save to avoid the column,
moving to the nearest square adjacent to it of its choice. The
column has a maximum diameter of 5 ft., but can be widened by
another 5 ft by increasing the Earthbending DC by +5. The columns
maximum height is 10 ft, plus another 5 ft for every 4 points by
which the Earthbending check exceeds the DC. If the column slams a
creature against a solid surface, the target takes 4d6 crushing
damage and is pinned between the solid surface and the column, but
can escape with a DC 30 strength check or Escape Artist check.
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Tilt Base DC: 10 A useful and powerful seed to know within the
confines of a city of worked stone, it is difficult to make use of
this among natural earth. Unbalance: By shifting the angle of a
level surface, an earthbender can throw enemies off balance and
make them easy targets or simply make an area difficult to enter as
a standard action. Those caught on the slab must make a Reflex save
or fall to the base of the slab, and movement on the slab requires
a Balance check with the same DC as the Reflex save to move at half
speed. Failing the Balance check by 5 or more indicates that the
creature falls to the base of the slab. An earthbender can affect
one 5 ft square of worked stone about 1 foot thick, plus one more
5-foot square for every 2 points by which the Earthbending check
beats the DC. The earthbender can choose to continue focusing on
the slab with a standard action every turn to keep the slab in
place, but it will fall naturally into place once released. Using
this form with earth or unworked stone first requires that the area
affected be separated from the surrounding earth through the use of
Move a Rock. Twist: By twisting a section of stone a full 90
degrees, an earthbender can effectively make an unstable wall of
stone to block an opponents path. This works on an area of worked
stone as above, but the wall can balances on its own and can be
pushed over with a DC 15 Strength check or by using Move a Rock,
dealing damage according to its height as falling damage. The
squares being tilted need not be touching each other.
Armor Base DC: 15 The element of earth is known for substance
and its powers of protection, and can be used as a solid barrier
against harm. Earthen Armor: By covering her entire body in a thick
layer of liquid earth, an earthbender gains DR 5/piercing, and +2
to AC (including touch AC) as a move action. For every 3 points by
which the earthbender exceeds the base DC, the damage reduction
increases by 1. Maintaining the earthen armor for more than two
rounds gives a -4 penalty to all Earthbending checks until the
earthbender ends the seed, increasing by -1 every two turns. If
this penalty actually makes the difference that causes an
earthbender to fail a Earthbending check, she may choose to end the
seed and remove the penalty at that time. An earthbender can
concentrate on maintaining this seed as a Swift action. Stone
Armor: The earthbender may also choose to fashion actual solid
armor from stone molded around her body as a full-round action. The
earthbender may fashion any type of armor she is familiar with, and
it has all the properties of that armor type, except those based on
the armors material. Adding spikes to the armor increases the
Earthbending DC by +4.
Tremorsense Base DC: Varies There are few earthbenders that have
ever discovered this profound application of their art: the ability
to sense that which the solid earth sees. Tremorsense (DC 15): An
earthbender using this form can take a move action to listen and
feel the minute movements of the ground. She automatically
pinpoints the location of anything within a 10 ft radius that is in
contact with the ground, including underground, plus 5 feet for 2
points by which the Earthbending check exceeds the DC. The range of
this tremorsense is halved when the Earthbender is standing on sand
or similarly loose soil. An earthbender cannot use this ability
when not in contact with the ground in some way (i.e. while flying,
swimming, standing on ice on a lake, etc.). The earthbender can use
this form as a swift action, but doing so increases the
Earthbending DC by +10, or she can choose to continue focusing on
this form as a full-round action for as many turns as she wishes,
sensing anything new that comes into the area. Lie Detector (DC
30): By concentrating on the minute vibrations a persons body sends
through the earth, an Earthbender can tell if a persons words are
true or false. The Earthbender must be within 10 feet of the target
and the two must be connected by a contiguous area of earth or
stone. The target of this seed can make a Will save to lie
undetected, gaining a +1 bonus to this save for every 5 ranks the
target has invested in the Bluff skill. For every 5 by which the
Earthbenders skill check exceeds the base DC, the distance at which
she can detect lies increases by 5 feet.
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Steady Stance Base DC: 15 By encasing her feet in earth or
stone, an earthbender can better resist attempts to move her, or
trap opponents in place. Defensive: Stabilizing herself with feet
solidly connected to the ground, a earthbender gains a +2 to saves
or checks to stay in place, +1 for every point by which the
Earthbending check exceeds the DC. The earthbender may also encase
the feet of allies within her bending range in this way by adding
+4 to the DC per ally. Those affected by this seed can move from
their square if they want, but doing so ends the seed. Offensive:
By surrounding an enemys feet in earth and solidifying it suddenly,
an earthbender may prevent an enemy from advancing. The target of
this seed makes a Reflex save to avoid it altogether, or remain
trapped in place. Those who failed the Reflex save can make a
Strength check equal to three fourths (.75) of the Earthbending
check to break free, or may spend a full-round action chipping the
ice away with a light weapon. The earthbender may use this seed
against multiple opponents, but doing so adds +4 to the
Earthbending DC per additional opponent.
Create Rubble Base DC: 15 By cracking and tumbling stone beneath
opponents, an earthbender can seek to hamper their movement and
make them easier to hit. Difficult terrain: By using this seed, an
earthbender turns an earthen surface into heavy terrain in an area
with a radius of 5 feet. Anyone caught in the radius during this
seed takes 2d6 bludgeoning damage if they fail a Reflex save as the
ground turns and buckles beneath them. It costs 2 squares of
movement to enter a square with dense rubble. The Balance and
Tumble checks on dense rubble take a -5 penalty, and Move Silently
checks take -2. The radius of the rubble increases by 5 ft for
every 5 points by which the Earthbending check exceeds the DC.
Misstep: True to the teachings of neutral jing, an earthbender can
wait and prepare an action to use this seed against a particular
opponent. The earthbender focuses on her opponents movement,
following its footsteps, ready to act. If the opponent moves more
than 5 ft along the grand, the earthbender may wrench the ground
violently beneath her, dealing 2d6 points of damage and immediately
stopping the opponents movement on a failed Reflex save. If the
save is failed by 5 or more points, the opponent is also knocked
prone. By adding +10 to the Earthbending DC, the earthbender can
also attempt to twist her opponents ankle with this seed; doing so
requires the opponent to make a Fortitude save if it fails its
Reflex save. Failing the fortitude save imposes a -2 penalty to
Dexterity and -10 feet to base land speed. This seed makes the
affected square difficult terrain, as above.
Compact Base DC: 15 Unusually loose or soft earth or sand poses
a serious problem for earthbenders, since it hinders their ability
to use the earth around them. A place to stand: An earthbender may
use this form to fuse any loose soil or sand into a much sturdier
surface. An earthbender may create one 5-foot square, plus another
for every 2 points by which the Earthbending check beats the DC.
These squares must all be touching at least one other square and at
least one must touch the Earthbender. This negates the penalties
for standing on loose dirt and the movement penalties for rough
ground, as well as those for using the Tremorsense seed. Soften
earth: Earths abilities to hamper opponents are often just as
valuable as those to directly attack or defend. By using this seed,
wet earth becomes thick mud and dry earth becomes loose sand or
dirt. The earthbender affects a 5-foot square, plus another for
every 2 points by which the Earthbending check beats the DC to a
depth of 1 to 4 feet, depending on the toughness or resilience of
the ground at that spot. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for
1d2 rounds and unable to move, attack, or cast spells. A creature
that succeeds on its save can move through the mud at half speed,
and it cant run or charge. Loose dirt is not as troublesome as mud,
but all creatures in the area can move at only half their normal
speed and cant run or charge over the surface. Soften Landing:
Similar to Soften Earth, this use of the seed allows a falling
earthbender to soften the ground below her before she lands as an
immediate action once per round, taking damage as if she had fallen
half the actual distance.
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Golem Base DC: 15 By molding a large chunk of rock into a
vaguely human-shaped structure, an earthbender can create a
powerful proxy to fight in her place. Creation and control: As a
full round action, an earthbender can create a golem that she can
direct in combat. The golem is a Medium animated object composed of
stone and compacted earth. The earthbender must direct its actions
in combat by making an Earthbending check equal to the original
Earthbending DC as a full-round action, with the golem essentially
mimicking the actions taken by the earthbender. If the earthbender
does not concentrate on maintaining and directing the golem or
fails the Earthbending check to control it, the golem collapses.
The golem's attack rolls use the earthbenders base attack bonus and
are modified by the earthbender's Wisdom modifier instead of the
golem's Strength modifier. An earthbender can control a golem she
can't see, but the golem is considered blind. Additionally, the
earthbender cannot see through the golem, and thus is limited to
the vision range of her current location. Attacks: Because the
golem is essentially a reflection of its benders actions, it can
use its slam attack at the same rate as the benders unarmed
strikes, along with whatever extra modifiers gained therein (Weapon
Focus, etc.). Size: The earthbender can increase the size of the
golem by adding 5 to the DC for every size increase desired,
creating an animated object of the appropriate size. For example,
increasing the DC to 35 allows the earthbender to create a
Gargantuan golem. Hardness: An earthbender with the Compact seed
can increase the hardness of her golem by adding +2 to the
Earthbending DC for every 1 point of hardness she wishes to add.
Enhancement: An earthbender can increase the golems physical
ability scores by adding 2 to the DC for every +1 to a single
score. The earthbender cannot increase the golems ability scores by
an amount greater than her Wisdom modifier. An earthbender with a
Wisdom modifier of +5 could increase the golems Strength or
Dexterity (or both with a high enough Earthbending check) scores by
a maximum of 5, increasing the Earthbending DC by 10 in the
process.
Earthen Stride Base DC: 20 By lifting the ground under your
feets into two mounds of soil or a huge rock, you gain considerable
speed and inertia, changing into an unstoppable juggernaut. Running
Snail: By shaping crude hemisphere of soil or mud around you feets
and moving these swirly ''stilts'' like snails, or by sculpting
yourself a stone tower as a full-round action, travelling is not
bothersome anymore, nor enemy troops. You may now only move at your
running speed, and the benefits of the Run feat, plus one time the
normal speed bonus per 5 points you beat the DC.You may make overun
attempts normally, and if you add +5 the DC of this seed, opponents
may not try to avoid you. Your bulk and the earth you displace
means you are one size larger than before, and you gain an
additional bonus equal to +1 per 5 points of your check. You may
use forced march while running, but must make constitution checks
normally, to which you gain a bonus equal to +1 per 5 points of
your check. You only have to do one check per hour to maintain the
seed. Earth Jump: Using this seed, an Earthbender can transport
herself through the earth to any point within 25 feet. The
Earthbenders starting and ending points must be connected by a
contiguous area of earth or stone at least 5 feet thick at all
points. For every 5 by which the Earthbenders skill check exceeds
the base DC, the distance she can travel increases by 5 feet.
Additionally, by increasing the base DC by 20, an Earthbender can
use this seed as a Move action.
Catapult Base DC: 20 Earthbenders are often the least mobile of
the elements; preferring a solid stance to a quick dodge. This,
however, is not always the case. Transport: By using this seed, an
earthbender thrusts a small column of earth and stone powerfully up
from below her at any angle she wishes as a move action, launching
herself or another creature or object 20 ft in any direction
(including straight up). This distance can be increased by 5 ft for
every 2 points by which the Earthbending check exceeds the DC, and
affecting an additional target adds +4 to the DC per target. The
height of the creatures trajectory at its peak is half the
horizontal distance (unless, of course, there is no horizontal
distance covered), and the height can be doubled by halving the
distance. Knockback: An earthbender can also use this seed as a way
to launch opponents away or into other obstacles. The
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form works just as above, except that it is a standard action,
the target receives a reflex save to avoid it, and if this seed
throws an opponent into a solid obstacle (a cliff wall, a tree,
etc.) the target takes 1d6 damage for every 5 points of the
Earthbending check.
Excavate Base DC: 20 Oftentimes, the ability to Move a Rock
simply isnt enough to make a proper tunnel or trench. Using this
seed pushes earth aside, as opposed to taking it and dumping it
elsewhere. Hole: This seed can make a hole approximately the shape
of a 5-foot cube as a standard action, plus another such cube for
every 4 points by which the Earthbending check beats the DC. The
earth used in this seed is piled around the edges of the
excavation, adding a loose wall of earth three feet high around the
sides. Making a hole in solid stone doubles the Earthbending DC.
Tunnel By digging directly into the earth, in which case she begins
by making a hole (as above) and then making it deeper, or making it
horizontal beneath the ground. The earth moved aside by this seed
is compacted around the sides of the excavation, making a
noticeable bulge in the ground if the tunnel is within 5 ft of the
surface. Tunneling through stone doubles the Earthbending DC, and
an earthbender can choose to collapse the tunnel through the use of
Move a Rock.
Earthquake Base DC: Varies An earthbender can send a jarring
shockwave of earth along the ground, knocking opponents to the
floor. Tremor (Base DC 20): By creating a quick, local tremor to
violently shake the ground below, an earthbender can knocks
opponents to the ground and hampers their movement. An earthbender
creates an earthquake in a five-foot radius. All creatures within
the area of effect must succeed on Balance check opposed by the
benders Earthbending check -5 or fall prone. The radius increases
by 5 feet for every 5 points by which the Earthbending check beats
the DC. Using this seed also dislodges loose soul and rocks on
slopes, possibly causing avalanches in appropriate areas. Creatures
climbing within a quake must make a Climb equal to the Climb DC of
the surface theyre on + half the benders Earthbending check. Quake
(Base DC 20): By using a full-round action when using a tremor, as
above, an earthbender can create a quake that lasts as long as she
focuses on it. Doing this forces anyone in the affected area to
make a Balance check (as above) in order to enter or move within
the affected radius or fall prone. Furthermore, each square of
movement through the affected area counts as 2 squares. Ripple
(Base DC 30): By creating a sort of wave along the ground before
her, an earthbender can cause opponents to lose their balance and
be launched into the air. The wave takes effect in a cone up to the
earthbenders bending range. Opponents within the cone must succeed
on a Reflex save or be knocked 5 feet into the air or 5 being
shoved 5 feet backwards (benders choice) for every 10 points of the
Earthbending check, taking falling damage if appropriate.
Immobilize Base DC: Varies Stomping the ground aggressively, the
earthbender causes packed clay or stone to burst upwards, trapping
the target creature. Applications: Sheets of crystal, stone, or
packed clay burst from the ground and wrap around a single
medium-sized or smaller target within the earthbenders bending
range. The target must make a Reflex save or be immobilized. An
immobilized target may not move, attack, bend, or take any action
that requires movement, but is not considered helpless. Those who
fail the Reflex save can make a Strength check or Escape Artist
check as a full-round action to break free. They can also be dug
out by dealing 50 points of damage to the earth. Increasing the
earthbending DC by +5 for each size category above medium allows an
earthbender can capture larger creatures. An earthbender may
capture 1 additional creature for every 10 by which her
earthbending check exceeds the DC.
Metalbending (template) Base DC: Varies Everything on the planet
is an extension of the four elements, including smelted metals. A
fundamental secret of the elements, powerful earthbenders have
control over even purified steel. Applying (Base DC 35): An
earthbender may use Move a Rock with metal rather than earth by
adding +35 to the
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Earthbending DC. However, the earthbender must be in physical
contact with the metal at all times. For example, an earthbender
can pick up a 5-foot cube of iron with one hand as a standard
action, and move with it as far as she could use Move a Rock to
with a move action. Warp (Base DC 35): An earthbender can cause
metal to bend and warp with a touch, permanently destroying its
straightness, form, and strength. A warped door springs open (or
becomes stuck, requiring a Strength check to open, at the benders
option). A boat or ship springs a leak. Warped ranged weapons are
useless. Warping a worn or wielded item requires an attack roll, as
if making a sunder attempt. A warped melee weapon causes a -4
penalty on attack rolls. The earthbender may warp one Small or
smaller object, with each size category increasing the Bending DC
by +5. Alternatively, the earthbender can unwarp metal (effectively
warping it back to normal) with this seed, straightening metal that
has been warped by this seed or by other means. Crush (Base DC 45):
An earthbender can constrict the armor of an opponent with a mere
touch, crushing him like a grape inside. An earthbender makes a
touch attack against an opponent to hit his armor. If the attack is
successful, the bender makes an earthbending check. A successful
Earthbending check crumples metal armor like paper, dealing 5d6
piercing and 5d6 bludgeoning damage to the wearer and leaving the
armor useless. Armor crushed in this way lowers its armor bonus by
-4, incurs double its usual armor check penalty (minimum -4),
halves the maximum Dexterity bonus (rounded down) and lowers the
maximum speed by -5 feet.
Rift Base DC: 35 By opening a fissure directly beneath an
opponents feet and snapping it suddenly shut around his chest, an
earthbender can disable powerful opponents before they become a
threat. Engulf: An earthbender opens a large crack directly beneath
her opponents feet, causing him to fall in, then snaps the crevice
shut around him. The target receives a Reflex save to avoid falling
into the fissure up to his neck. A target of this form is
considered helpless while engulfed, though he may take any actions
not requiring somatic components and can escape with a DC 25
Strength or a DC 40 Escape Artist check, or he may be dug out of
his predicament. If this seed is done on a stone surface, the
target also takes 4d6 crushing damage on a failed save.
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Firebender
Quick, chaotic, and destructive, Firebending is a difficult art
that only the most dedicated are able to master. Firebenders are
always of the offensive, overwhelming their foes with barrage after
barrage of fiery kicks, jabs, and sweeps.
Adventures Often, Firebenders serve as part of military
detachments and adventure under the orders of their superior
officers or on their own initiative, seeking to advance the
interests of the Fire Nation. Alternatively, they may travel on
more personal quests, seeking to regain lost honor or improve their
standing within the Fire Nation political hierarchy. Still others
adventure to prove and increase their power and command of their
destructive art.
Characteristics Firebenders are fast, powerful, and aggressive.
Lacking the potent defensive moves of the other bending
disciplines, Firebenders seek to strike quick and hard, defeating
their opponent before defense is necessary. They use a variety of
attacks to project their fire, with quick hand jabs and punches
resulting in short bursts of fire while sweeping kicks create arcs
of flame. Some of the most powerful Firebenders are able to create
walls of fire, or generate blue fire or electricity, the most
powerful forms of the Firebending art.
Alignment Master Firebenders, like all other benders, show a
high degree of discipline and self control, though like their
unpredictable medium, they can lose control of their emotions. They
can be of any alignment, and can undergo alignment shifts as their
beliefs change.
Religion While the extent of Firebender spirituality is unknown,
it is commonly thought that Firebenders revere the sun as the
source of their powers. It is also thought that some Firebenders
revere past Avatars from the Fire Nation. Many Firebenders are
stubbornly individualistic and do not profess any strong religious
beliefs.
Background Many Firebenders receive their training through the
military, becoming soldiers in the Fire Nation army. Others seek
out individual masters or train at temples dedicated to the
art.
Races All Firebenders (with the exception of the Avatar, who is
able to master all four elements) are members of the group known as
the Fire Nation.
Other Classes Of all the other bending disciplines, Firebenders
are the most individualistic and the least likely to work well with
other benders. That said, they can benefit from working with
Airbenders or Waterbenders, who can provide some defensive
capabilities to augment the Firebenders offensive bent. They also
work well with the martial classes, often serving amongst them in
the Fire Nation army.
Abilities Wisdom is the most important ability for Firebenders,
as it governs the save DCs for some of their best abilities.
Dexterity is also important as it provides a boost to Armor Class
and increases their ability to hit with their Fire Blasts, as is
Constitution, which provides needed hit points for a class that
often enters combat.
Alignment Any.
Hit Dice d6
Class Skills Balance (Dex), Climb (Str), Concentration (Con),
Craft (Int), Firebending (Wis) Intimidate (Cha), Jump (Str),
Knowledge (Bending) (Int), Knowledge (History) (Int), Listen (Wis),
Perform (Cha), Profession (Wis), Spot (Wis)
Skill Points at 1st Level (2 + Int Modifier) x4 Skill Points at
Each Additional Level 2 + Int Modifier
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Level Base Attack Bonus Fort Save
Ref Save
Will Save Special
Seeds Known
Defense Bonus
1st +0 +0 +2 +2 Fire Blast 1d6, Play with Fire, Child of the Sun
1 +3 2nd +1 +0 +3 +3 Deflect Attack 2 +3 3rd +2 +1 +3 +3 Improved
Unarmed Strike 2 +4 4th +3 +1 +4 +4 Fire Blast 2d6 3 +4 5th +3 +1
+4 +4 Endure Elements 3 +4 6th +4 +2 +5 +5 Firestorm 4 +5 7th +5 +2
+5 +5 4 +5 8th +6/+1 +2 +6 +6 Fire Blast 3d6 5 +5 9th +6/+1 +3 +6
+6 5 +6 10th +7/+2 +3 +7 +7 Fire Resistance 5 6 +6 11th +8/+3 +3 +7
+7 6 +6 12th +9/+4 +4 +8 +8 Fire Blast 4d6 7 +7 13th +9/+4 +4 +8 +8
7 +7 14th +10/+5 +4 +9 +9 8 +7 15th +11/+6/+1 +5 +9 +9 Cold
Resistance 5 8 +8 16th +12/+7/+2 +5 +10 +10 Fire Blast 5d6 9 +8
17th +12/+7+2 +5 +10 +10 9 +8 18th +13/+8/+3 +6 +11 +11 10 +9 19th
+14/+9/+4 +6 +11 +11 10 +9 20th +15/+10/+5 +6 +12 +12 Fire Blast
6d6, Cold and Fire Resistance 10 11 +9
Class Abilities Weapon and Armor Proficiency A firebender is
proficient with all simple weapons, short swords, longswords,
glaives and light armor.
Improved Unarmed Strike A firebender gains Improved Unarmed
Strike as a bonus feat at third level.
Child of the Sun - Firebenders draw much of their power from the
sun, the ultimate source of fire. During the day, firebenders gain
a +2 circumstance bonus on Firebending checks due to th